2 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/common/core-impl.h>
22 #include <dali/graphics-api/graphics-controller.h>
23 #include <dali/integration-api/core.h>
24 #include <dali/integration-api/debug.h>
25 #include <dali/integration-api/events/event.h>
26 #include <dali/integration-api/gl-context-helper-abstraction.h>
27 #include <dali/integration-api/platform-abstraction.h>
28 #include <dali/integration-api/processor-interface.h>
29 #include <dali/integration-api/render-controller.h>
30 #include <dali/integration-api/trace.h>
32 #include <dali/internal/event/actors/actor-impl.h>
33 #include <dali/internal/event/animation/animation-playlist.h>
34 #include <dali/internal/event/common/event-thread-services.h>
35 #include <dali/internal/event/common/notification-manager.h>
36 #include <dali/internal/event/common/property-notification-manager.h>
37 #include <dali/internal/event/common/stage-impl.h>
38 #include <dali/internal/event/common/thread-local-storage.h>
39 #include <dali/internal/event/common/type-registry-impl.h>
40 #include <dali/internal/event/effects/shader-factory.h>
41 #include <dali/internal/event/events/event-processor.h>
42 #include <dali/internal/event/events/gesture-event-processor.h>
43 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
44 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
46 #include <dali/internal/update/common/discard-queue.h>
47 #include <dali/internal/update/manager/render-task-processor.h>
48 #include <dali/internal/update/manager/update-manager.h>
50 #include <dali/internal/render/common/performance-monitor.h>
51 #include <dali/internal/render/common/render-manager.h>
53 using Dali::Internal::SceneGraph::RenderManager;
54 using Dali::Internal::SceneGraph::RenderQueue;
55 using Dali::Internal::SceneGraph::UpdateManager;
59 // The Update for frame N+1 may be processed whilst frame N is being rendered.
60 const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
62 DALI_INIT_TRACE_FILTER(gTraceFilter, DALI_TRACE_PERFORMANCE_MARKER, false);
64 #if defined(DEBUG_ENABLED)
65 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
73 using Integration::Event;
74 using Integration::GlAbstraction;
75 using Integration::GlContextHelperAbstraction;
76 using Integration::PlatformAbstraction;
77 using Integration::RenderController;
78 using Integration::RenderStatus;
79 using Integration::UpdateStatus;
81 Core::Core(RenderController& renderController,
82 PlatformAbstraction& platform,
83 Graphics::Controller& graphicsController,
84 Integration::RenderToFrameBuffer renderToFboEnabled,
85 Integration::DepthBufferAvailable depthBufferAvailable,
86 Integration::StencilBufferAvailable stencilBufferAvailable,
87 Integration::PartialUpdateAvailable partialUpdateAvailable)
88 : mRenderController(renderController),
90 mGraphicsController(graphicsController),
91 mProcessingEvent(false),
92 mForceNextUpdate(false),
93 mProcessorUnregistered(false),
94 mPostProcessorUnregistered(false)
96 // Create the thread local storage
97 CreateThreadLocalStorage();
99 // This does nothing until Core is built with --enable-performance-monitor
100 PERFORMANCE_MONITOR_INIT(platform);
102 mNotificationManager = new NotificationManager();
104 mAnimationPlaylist = AnimationPlaylist::New();
106 mPropertyNotificationManager = PropertyNotificationManager::New();
108 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
110 mRenderManager = RenderManager::New(graphicsController, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable);
112 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
114 mUpdateManager = new UpdateManager(*mNotificationManager,
116 *mPropertyNotificationManager,
120 *mRenderTaskProcessor);
122 mRenderManager->SetShaderSaver(*mUpdateManager);
124 mObjectRegistry = ObjectRegistry::New();
126 mStage = IntrusivePtr<Stage>(Stage::New(*mUpdateManager));
128 // This must be called after stage is created but before stage initialization
129 mRelayoutController = IntrusivePtr<RelayoutController>(new RelayoutController(mRenderController));
131 mGestureEventProcessor = new GestureEventProcessor(*mUpdateManager, mRenderController);
133 mShaderFactory = new ShaderFactory();
134 mUpdateManager->SetShaderSaver(*mShaderFactory);
136 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
138 DALI_LOG_RELEASE_INFO("Node size: %lu\n", sizeof(Dali::Internal::SceneGraph::Node));
139 DALI_LOG_RELEASE_INFO("Renderer size: %lu\n", sizeof(Dali::Internal::SceneGraph::Renderer));
140 DALI_LOG_RELEASE_INFO("RenderItem size: %lu\n", sizeof(Dali::Internal::SceneGraph::RenderItem));
146 * The order of destructing these singletons is important!!!
149 // clear the thread local storage first
150 // allows core to be created / deleted many times in the same thread (how TET cases work).
151 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
152 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
159 mObjectRegistry.Reset();
161 // Stop relayout requests being raised on stage destruction
162 mRelayoutController.Reset();
164 // remove (last?) reference to stage
168 void Core::Initialize()
170 mStage->Initialize(*mScenes[0]);
173 Integration::ContextNotifierInterface* Core::GetContextNotifier()
178 void Core::RecoverFromContextLoss()
180 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
182 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
185 void Core::ContextCreated()
189 void Core::ContextDestroyed()
193 void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo, bool uploadOnly)
195 // set the time delta so adaptor can easily print FPS with a release build with 0 as
196 // it is cached by frametime
197 status.secondsFromLastFrame = elapsedSeconds;
199 // Render returns true when there are updates on the stage or one or more animations are completed.
200 // Use the estimated time diff till we render as the elapsed time.
201 status.keepUpdating = mUpdateManager->Update(elapsedSeconds,
202 lastVSyncTimeMilliseconds,
203 nextVSyncTimeMilliseconds,
208 // Check the Notification Manager message queue to set needsNotification
209 status.needsNotification = mNotificationManager->MessagesToProcess();
211 // No need to keep update running if there are notifications to process.
212 // Any message to update will wake it up anyways
215 void Core::PreRender(RenderStatus& status, bool forceClear)
217 mRenderManager->PreRender(status, forceClear);
220 void Core::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
222 mRenderManager->PreRender(scene, damagedRects);
225 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
227 mRenderManager->RenderScene(status, scene, renderToFbo);
230 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
232 mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
235 void Core::PostRender()
237 mUpdateManager->PostRender();
238 mRenderManager->PostRender();
241 void Core::SceneCreated()
243 mStage->EmitSceneCreatedSignal();
245 mRelayoutController->OnApplicationSceneCreated();
247 for(const auto& scene : mScenes)
249 Dali::Actor sceneRootLayer = scene->GetRootLayer();
250 mRelayoutController->RequestRelayoutTree(sceneRootLayer);
254 void Core::QueueEvent(const Integration::Event& event)
256 if(mScenes.size() != 0)
258 mScenes.front()->QueueEvent(event);
262 void Core::ProcessEvents()
264 // Guard against calls to ProcessEvents() during ProcessEvents()
267 DALI_LOG_ERROR("ProcessEvents should not be called from within ProcessEvents!\n");
268 mRenderController.RequestProcessEventsOnIdle(false);
272 mProcessingEvent = true;
273 mRelayoutController->SetProcessingCoreEvents(true);
275 // Signal that any messages received will be flushed soon
276 mUpdateManager->EventProcessingStarted();
278 // Scene could be added or removed while processing the events
279 // Copy the Scene container locally to avoid possibly invalid iterator
280 SceneContainer scenes = mScenes;
282 // process events in all scenes
283 for(auto scene : scenes)
285 scene->ProcessEvents();
288 mNotificationManager->ProcessMessages();
290 // Emit signal here to inform listeners that event processing has finished.
291 for(auto scene : scenes)
293 scene->EmitEventProcessingFinishedSignal();
296 // Run any registered processors
299 // Run the size negotiation after event processing finished signal
300 mRelayoutController->Relayout();
302 // Run any registered post processors
305 // Rebuild depth tree after event processing has finished
306 for(auto scene : scenes)
308 scene->RebuildDepthTree();
311 // Flush any queued messages for the update-thread
312 const bool messagesToProcess = mUpdateManager->FlushQueue();
314 // Check if the touch or gestures require updates.
315 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
316 // Check if the next update is forced.
317 const bool forceUpdate = IsNextUpdateForced();
319 if(messagesToProcess || gestureNeedsUpdate || forceUpdate)
321 // tell the render controller to keep update thread running
322 mRenderController.RequestUpdate(forceUpdate);
325 mRelayoutController->SetProcessingCoreEvents(false);
327 // ProcessEvents() may now be called again
328 mProcessingEvent = false;
331 uint32_t Core::GetMaximumUpdateCount() const
333 return MAXIMUM_UPDATE_COUNT;
336 void Core::RegisterProcessor(Integration::Processor& processor, bool postProcessor)
340 mPostProcessors.PushBack(&processor);
344 mProcessors.PushBack(&processor);
348 void Core::UnregisterProcessor(Integration::Processor& processor, bool postProcessor)
352 auto iter = std::find(mPostProcessors.Begin(), mPostProcessors.End(), &processor);
353 if(iter != mPostProcessors.End())
355 mPostProcessors.Erase(iter);
356 mPostProcessorUnregistered = true;
361 auto iter = std::find(mProcessors.Begin(), mProcessors.End(), &processor);
362 if(iter != mProcessors.End())
364 mProcessors.Erase(iter);
365 mProcessorUnregistered = true;
370 void Core::RunProcessors()
372 if(mProcessors.Count() != 0)
374 DALI_TRACE_SCOPE(gTraceFilter, "DALI_CORE_RUN_PROCESSORS");
376 // Copy processor pointers to prevent changes to vector affecting loop iterator.
377 Dali::Vector<Integration::Processor*> processors(mProcessors);
379 // To prevent accessing processor unregistered during the loop
380 mProcessorUnregistered = false;
382 for(auto processor : processors)
386 if(!mProcessorUnregistered)
388 processor->Process(false);
392 // Run processor if the processor is still in the list.
393 // It may be removed during the loop.
394 auto iter = std::find(mProcessors.Begin(), mProcessors.End(), processor);
395 if(iter != mProcessors.End())
397 processor->Process(false);
405 void Core::RunPostProcessors()
407 if(mPostProcessors.Count() != 0)
409 DALI_TRACE_SCOPE(gTraceFilter, "DALI_CORE_RUN_POST_PROCESSORS");
411 // Copy processor pointers to prevent changes to vector affecting loop iterator.
412 Dali::Vector<Integration::Processor*> processors(mPostProcessors);
414 // To prevent accessing processor unregistered during the loop
415 mPostProcessorUnregistered = false;
417 for(auto processor : processors)
421 if(!mPostProcessorUnregistered)
423 processor->Process(true);
427 // Run processor if the processor is still in the list.
428 // It may be removed during the loop.
429 auto iter = std::find(mPostProcessors.Begin(), mPostProcessors.End(), processor);
430 if(iter != mPostProcessors.End())
432 processor->Process(true);
440 StagePtr Core::GetCurrentStage()
445 PlatformAbstraction& Core::GetPlatform()
450 UpdateManager& Core::GetUpdateManager()
452 return *(mUpdateManager);
455 RenderManager& Core::GetRenderManager()
457 return *(mRenderManager);
460 NotificationManager& Core::GetNotificationManager()
462 return *(mNotificationManager);
465 ShaderFactory& Core::GetShaderFactory()
467 return *(mShaderFactory);
470 GestureEventProcessor& Core::GetGestureEventProcessor()
472 return *(mGestureEventProcessor);
475 RelayoutController& Core::GetRelayoutController()
477 return *(mRelayoutController.Get());
480 ObjectRegistry& Core::GetObjectRegistry() const
482 return *(mObjectRegistry.Get());
485 void Core::LogMemoryPools() const
487 uint32_t animationPoolCapacity = SceneGraph::Animation::GetMemoryPoolCapacity();
488 uint32_t renderItemPoolCapacity = SceneGraph::RenderItem::GetMemoryPoolCapacity();
489 uint32_t relayoutItemPoolCapacity = mRelayoutController->GetMemoryPoolCapacity();
490 uint32_t rendererPoolCapacity = SceneGraph::Renderer::GetMemoryPoolCapacity();
491 uint32_t textureSetPoolCapacity = SceneGraph::TextureSet::GetMemoryPoolCapacity();
492 uint32_t renderTaskPoolCapacity = SceneGraph::RenderTaskList::GetMemoryPoolCapacity();
493 uint32_t nodePoolCapacity = SceneGraph::Node::GetMemoryPoolCapacity();
495 DALI_LOG_RELEASE_INFO(
496 "\nMemory Pool capacities:\n"
498 " RenderItems: %lu\n"
499 " RelayoutItems: %lu\n"
501 " TextureSets: %lu\n"
502 " RenderTasks: %lu\n"
504 animationPoolCapacity,
505 renderItemPoolCapacity,
506 relayoutItemPoolCapacity,
507 rendererPoolCapacity,
508 textureSetPoolCapacity,
509 renderTaskPoolCapacity,
512 uint32_t updateQCapacity = mUpdateManager->GetUpdateMessageQueueCapacity();
513 uint32_t renderQCapacity = mUpdateManager->GetRenderMessageQueueCapacity();
515 DALI_LOG_RELEASE_INFO(
516 "\nMessage Queue capacities:\n"
517 " UpdateQueue: %lu\n"
518 " RenderQueue: %lu\n",
522 size_t renderInstructionCapacity = mUpdateManager->GetRenderInstructionCapacity();
523 DALI_LOG_RELEASE_INFO("\nRenderInstruction capacity: %lu\n", renderInstructionCapacity);
526 EventThreadServices& Core::GetEventThreadServices()
531 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
533 return *(mPropertyNotificationManager);
536 AnimationPlaylist& Core::GetAnimationPlaylist() const
538 return *(mAnimationPlaylist);
541 Integration::GlAbstraction& Core::GetGlAbstraction() const
543 return mGraphicsController.GetGlAbstraction();
546 void Core::AddScene(Scene* scene)
548 mScenes.push_back(scene);
551 void Core::RemoveScene(Scene* scene)
553 auto iter = std::find(mScenes.begin(), mScenes.end(), scene);
554 if(iter != mScenes.end())
560 void Core::CreateThreadLocalStorage()
562 // a pointer to the ThreadLocalStorage object will be stored in TLS
563 // The ThreadLocalStorage object should be deleted by the Core destructor
564 ThreadLocalStorage* tls = new ThreadLocalStorage(this);
568 void Core::RegisterObject(Dali::BaseObject* object)
570 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
571 mObjectRegistry->RegisterObject(object);
574 void Core::UnregisterObject(Dali::BaseObject* object)
576 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
577 mObjectRegistry->UnregisterObject(object);
580 Integration::RenderController& Core::GetRenderController()
582 return mRenderController;
585 uint32_t* Core::ReserveMessageSlot(uint32_t size, bool updateScene)
587 return mUpdateManager->ReserveMessageSlot(size, updateScene);
590 BufferIndex Core::GetEventBufferIndex() const
592 return mUpdateManager->GetEventBufferIndex();
595 void Core::ForceNextUpdate()
597 mForceNextUpdate = true;
600 bool Core::IsNextUpdateForced()
602 bool nextUpdateForced = mForceNextUpdate;
603 mForceNextUpdate = false;
604 return nextUpdateForced;
607 } // namespace Internal